Ar the moment I can essentially have 2 clones in a station or structure. The one I am in and a jump clone (not including medical clones here) I can jump to. If I am lucky and have access to a structure I can jump to that clone without a time penalty. However left say for example I am in my training clone with +5 implants and my jump clone has various hard wires that are related to enhance missile use. Then the FC calls for a fleet of Feroxes… doh I either have to go somewhere else for another clone with hybrid enhanced hard wires or fly the ferox with hardwires that are useless.
My proposal is to move the hard wire points to the ship itself, so in this example my Ferox can be “loaded” with 5 hard wires that enhance various attributes whereas my missile ships will have missile related hard wires.
If the ship is lost/traded/sold then the implants are destroyed.
The implants cannot be removed without destroying them (like current implants).
Implants that affect training time, wisdom, charisma etc would still go in the head of the clone not the ship.
The benefits would be that you can fly a ship with hard wires that are relevant to what the FC/Situation needs
Ship loss will become more meaningful
another ISK sink in terms of having to buy more implants.
Possible Downside that i can think of:
Because of the cheapness of most implants most people would put at least 1% implants in their ships so a way to increase their cost would need to be looked into so that the loss of the ship is meaningful.
People that do not have so much ISK would be at a disadvantage to those that have the ISK to buy implants.
Possible server load in terms of all the different variations that would need to be followed, but then with a billion and one skins in game it cannot be worse than that (can it?).